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| Suspend execution of [[function]] or [[SQF_syntax|SQF]] based [[Script|script]] until condition is satisfied. |= Description | | Suspend execution of [[function]] or [[SQF_syntax|SQF]] based [[Script|script]] until condition is satisfied. | ||
This command will loop and call the code inside {} every frame until the code returns [[true]]. The execution of the rest of the script therefore will be suspended until [[waitUntil]] condition is satisfied and the loop is aborted. Because of this script suspension use [[spawn]] or [[execVM]] to safely execute code containing [[waitUntil]]. |= Description | |||
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Revision as of 13:22, 3 August 2013
Description
- Description:
- Suspend execution of function or SQF based script until condition is satisfied. This command will loop and call the code inside {} every frame until the code returns true. The execution of the rest of the script therefore will be suspended until waitUntil condition is satisfied and the loop is aborted. Because of this script suspension use spawn or execVM to safely execute code containing waitUntil.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
waitUntil {not alive player}
- Example 2:
_i = 0; waitUntil {_i = _i + 1; _i >= 100}
- Example 3:
waitUntil {sleep 0.1; not alive player}
Additional Information
- See also:
- Control Structureswhile
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on December 20, 2006 - 19:55
- CrashDome
- waitUntil suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the call command. The game engine will continue, however. See Function for more detail.
- Posted on April 2, 2010 - 17:10
- Roehre
- If WaitUntil uses an undefined call code, WaitUntil won't release, even when this code is separated from other conditions through or. Be warned that this won't cause an error message.
- Posted on Jan 07, 2011
- kju
- By default the cycle time for the condition check is per frame. Look at the example 3, how to set it at a lower rate yourself. Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute.